/* ScummVM - Scumm Interpreter * Copyright (C) 2003 The ScummVM project * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include "queen/command.h" #include "queen/display.h" #include "queen/input.h" #include "queen/graphics.h" #include "queen/logic.h" #include "queen/queen.h" #include "queen/sound.h" #include "queen/state.h" #include "queen/talk.h" #include "queen/walk.h" namespace Queen { void CmdText::clear() { memset(_command, 0, sizeof(_command)); } void CmdText::display(uint8 color) { _vm->graphics()->textCurrentColor(color); _vm->graphics()->textSetCentered(COMMAND_Y_POS, _command, false); } void CmdText::displayTemp(uint8 color, bool locked, Verb v, const char *name) { char temp[MAX_COMMAND_LEN]; if (locked) { sprintf(temp, "%s%s", _vm->logic()->joeResponse(39), _vm->logic()->verbName(v)); } else { strcpy(temp, _vm->logic()->verbName(v)); } if (name != NULL) { strcat(temp, " "); strcat(temp, name); } _vm->graphics()->textCurrentColor(color); _vm->graphics()->textSetCentered(COMMAND_Y_POS, temp, false); } void CmdText::displayTemp(uint8 color, const char *name) { char temp[MAX_COMMAND_LEN]; sprintf(temp, "%s %s", _command, name); _vm->graphics()->textCurrentColor(color); _vm->graphics()->textSetCentered(COMMAND_Y_POS, temp, false); } void CmdText::setVerb(Verb v) { strcpy(_command, _vm->logic()->verbName(v)); } void CmdText::addLinkWord(Verb v) { strcat(_command, " "); strcat(_command, _vm->logic()->verbName(v)); } void CmdText::addObject(const char *objName) { strcat(_command, " "); strcat(_command, objName); } bool CmdText::isEmpty() const { return _command[0] == 0; } void CmdState::init() { commandLevel = 1; oldVerb = verb = action = VERB_NONE; oldNoun = noun = subject[0] = subject[1] = 0; selAction = defaultVerb = VERB_NONE; selNoun = 0; } Command::Command(QueenEngine *vm) : _vm(vm) { _cmdText._vm = vm; } void Command::clear(bool clearTexts) { _cmdText.clear(); if (clearTexts) { _vm->graphics()->textClear(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS); } _parse = false; _state.init(); } void Command::executeCurrentAction() { _vm->logic()->entryObj(0); // if (_state.commandLevel == 2 && _mouseKey == Input::MOUSE_RBUTTON) { // _mouseKey = Input::MOUSE_LBUTTON; // } if (_mouseKey == Input::MOUSE_RBUTTON && _state.subject[0] > 0) { ObjectData *od = _vm->logic()->objectData(_state.subject[0]); if (od == NULL || od->name <= 0) { cleanupCurrentAction(); return; } _state.verb = State::findDefaultVerb(od->state); _state.selAction = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb; _cmdText.setVerb(_state.selAction); _cmdText.addObject(_vm->logic()->objectName(od->name)); } // make sure that command is always highlighted when actioned! _cmdText.display(INK_CMD_SELECT); _state.selNoun = _state.noun; _state.commandLevel = 1; if (handleWrongAction()) { cleanupCurrentAction(); return; } // get the commands associated with object/item uint16 comMax = 0; uint16 matchingCmds[MAX_MATCHING_CMDS]; CmdListData *cmdList = &_cmdList[1]; uint16 i; for (i = 1; i <= _numCmdList; ++i, ++cmdList) { if (cmdList->match(_state.selAction, _state.subject[0], _state.subject[1])) { matchingCmds[comMax] = i; ++comMax; } } debug(0, "Command::executeCurrentAction() - comMax=%d subj1=%X subj2=%X", comMax, _state.subject[0], _state.subject[1]); if (comMax == 0) { sayInvalidAction(_state.selAction, _state.subject[0], _state.subject[1]); cleanupCurrentAction(); return; } // process each associated command for the Object, until all done // or one of the Gamestate tests fails... int16 cond = 0; CmdListData *com = &_cmdList[0]; uint16 comId = 0; for (i = 1; i <= comMax; ++i) { comId = matchingCmds[i - 1]; com = &_cmdList[comId]; // check the Gamestates and set them if necessary cond = 0; if (com->setConditions) { cond = setConditions(comId, (i == comMax)); } if (cond == -1 && i == comMax) { // only exit on a condition fail if at last command // Joe hasnt spoken, so do normal LOOK command break; } else if (cond == -2 && i == comMax) { // only exit on a condition fail if at last command // Joe has spoken, so skip LOOK command cleanupCurrentAction(); return; } else if (cond >= 0) { // we've had a successful Gamestate check, so we must now exit cond = executeCommand(comId, cond); break; } } if (cond <= 0 && _state.selAction == VERB_LOOK_AT) { lookAtSelectedObject(); } else { // only play song if it's a PLAY AFTER type if (com->song < 0) { _vm->sound()->playSong(-com->song); } clear(true); } cleanupCurrentAction(); } void Command::updatePlayer() { if (_vm->logic()->joeWalk() != JWM_MOVE) { int16 cx = _vm->input()->mousePosX(); int16 cy = _vm->input()->mousePosY(); lookForCurrentObject(cx, cy); lookForCurrentIcon(cx, cy); } if (_vm->input()->keyVerb() != VERB_NONE) { if (_vm->input()->keyVerb() == VERB_USE_JOURNAL) { _vm->input()->clearKeyVerb(); _vm->logic()->useJournal(); } else if (_vm->input()->keyVerb() != VERB_SKIP_TEXT) { _state.verb = _vm->input()->keyVerb(); if (isVerbInv(_state.verb)) { _state.noun = _state.selNoun = 0; // Clear old noun and old verb in case we're pointing at an // object (noun) or item (verb) and we want to use an item // on it. This was the command will be redisplayed with the // object/item that the cursor is currently on. _state.oldNoun = 0; _state.oldVerb = VERB_NONE; grabSelectedItem(); } else { grabSelectedVerb(); } _vm->input()->clearKeyVerb(); } } _mouseKey = _vm->input()->mouseButton(); _vm->input()->clearMouseButton(); if (_mouseKey > 0) { grabCurrentSelection(); } } void Command::readCommandsFrom(byte *&ptr) { uint16 i; _numCmdList = READ_BE_UINT16(ptr); ptr += 2; _cmdList = new CmdListData[_numCmdList + 1]; memset(&_cmdList[0], 0, sizeof(CmdListData)); for (i = 1; i <= _numCmdList; i++) { _cmdList[i].readFromBE(ptr); } _numCmdArea = READ_BE_UINT16(ptr); ptr += 2; _cmdArea = new CmdArea[_numCmdArea + 1]; memset(&_cmdArea[0], 0, sizeof(CmdArea)); for (i = 1; i <= _numCmdArea; i++) { _cmdArea[i].readFromBE(ptr); } _numCmdObject = READ_BE_UINT16(ptr); ptr += 2; _cmdObject = new CmdObject[_numCmdObject + 1]; memset(&_cmdObject[0], 0, sizeof(CmdObject)); for (i = 1; i <= _numCmdObject; i++) { _cmdObject[i].readFromBE(ptr); } _numCmdInventory = READ_BE_UINT16(ptr); ptr += 2; _cmdInventory = new CmdInventory[_numCmdInventory + 1]; memset(&_cmdInventory[0], 0, sizeof(CmdInventory)); for (i = 1; i <= _numCmdInventory; i++) { _cmdInventory[i].readFromBE(ptr); } _numCmdGameState = READ_BE_UINT16(ptr); ptr += 2; _cmdGameState = new CmdGameState[_numCmdGameState + 1]; memset(&_cmdGameState[0], 0, sizeof(CmdGameState)); for (i = 1; i <= _numCmdGameState; i++) { _cmdGameState[i].readFromBE(ptr); } } ObjectData *Command::findObjectData(uint16 objRoomNum) const { ObjectData *od = NULL; if (objRoomNum != 0) { objRoomNum += _vm->logic()->currentRoomData(); od = _vm->logic()->objectData(objRoomNum); } return od; } ItemData *Command::findItemData(Verb invNum) const { ItemData *id = NULL; uint16 itNum = _vm->logic()->findInventoryItem(invNum - VERB_INV_FIRST); if (itNum != 0) { id = _vm->logic()->itemData(itNum); } return id; } int16 Command::executeCommand(uint16 comId, int16 condResult) { // execute.c l.313-452 debug(0, "Command::executeCommand() - cond = %X, com = %X", condResult, comId); CmdListData *com = &_cmdList[comId]; if (com->setAreas) { setAreas(comId); } // Don't grab if action is TALK or WALK if (_state.selAction != VERB_TALK_TO && _state.selAction != VERB_WALK_TO) { int i; for (i = 0; i < 2; ++i) { int16 obj = _state.subject[i]; if (obj > 0) { _vm->logic()->joeGrab(State::findGrab(_vm->logic()->objectData(obj)->state)); } } } bool cutDone = false; if (condResult > 0) { // as we don't handle the pinnacle room exactly like the original, // the hack described on l.334-339 in execute.c became useless // check for cutaway/dialogs before updating Objects const char *desc = _vm->logic()->objectTextualDescription(condResult); if (executeIfCutaway(desc)) { condResult = 0; cutDone = true; } else if (executeIfDialog(desc)) { condResult = 0; } } int16 oldImage = 0; if (_state.subject[0] > 0) { // an object (not an item) oldImage = _vm->logic()->objectData(_state.subject[0])->image; } if (com->setObjects) { setObjects(comId); } if (com->setItems) { setItems(comId); } if (com->imageOrder != 0 && _state.subject[0] > 0) { ObjectData *od = _vm->logic()->objectData(_state.subject[0]); // we must update the graphic image of the object if (com->imageOrder < 0) { // instead of setting to -1 or -2, flag as negative if (od->image > 0) { // make sure that object is not already updated od->image = -(od->image + 10); } } else { od->image = com->imageOrder; } _vm->logic()->roomRefreshObject(_state.subject[0]); } else { // this object is not being updated by command list, see if // it has another image copied to it if (_state.subject[0] > 0) { // an object (not an item) if (_vm->logic()->objectData(_state.subject[0])->image != oldImage) { _vm->logic()->roomRefreshObject(_state.subject[0]); } } } // don't play music on an OPEN/CLOSE command - in case the command fails if (_state.selAction != VERB_OPEN && _state.selAction != VERB_CLOSE) { // only play song if it's a PLAY BEFORE type if (com->song > 0) { _vm->sound()->playSong(com->song); } } // do a special hardcoded section // l.419-452 execute.c switch (com->specialSection) { case 1: _vm->logic()->useJournal(); return condResult; case 2: _vm->logic()->joeUseDress(true); break; case 3: _vm->logic()->joeUseClothes(true); break; case 4: _vm->logic()->joeUseUnderwear(); break; } if (_state.subject[0] > 0) changeObjectState(_state.selAction, _state.subject[0], com->song, cutDone); // execute.c l.533-548 // FIXME: useless test, as .dog has already been played // if (_state.selAction == VERB_TALK_TO && cond > 0) { // if (executeIfDialog(_vm->logic()->objectTextualDescription(cond))) { // cleanupCurrentAction(); // return; // } // } // execute.c l.550-589 // FIXME: the EXECUTE_EXIT1 stuff can be omitted as it is // more or less redundant code if (condResult > 0) { _vm->logic()->joeSpeak(condResult, true); } return condResult; } int16 Command::makeJoeWalkTo(int16 x, int16 y, int16 objNum, Verb v, bool mustWalk) { // Check to see if object is actually an exit to another // room. If so, then set up new room ObjectData *objData = _vm->logic()->objectData(objNum); if (objData->x != 0 || objData->y != 0) { x = objData->x; y = objData->y; } if (v == VERB_WALK_TO) { _vm->logic()->entryObj(objData->entryObj); if (objData->entryObj != 0) { _vm->logic()->newRoom(_vm->logic()->objectData(objData->entryObj)->room); // because this is an exit object, see if there is // a walk off point and set (x,y) accordingly WalkOffData *wod = _vm->logic()->walkOffPointForObject(objNum); if (wod != NULL) { x = wod->x; y = wod->y; } } } else { _vm->logic()->entryObj(0); _vm->logic()->newRoom(0); } debug(0, "Command::makeJoeWalkTo() - x=%d y=%d newRoom=%d", x, y, _vm->logic()->newRoom()); int16 p = 0; if (mustWalk) { // determine which way for Joe to face Object uint16 facing = State::findDirection(objData->state); BobSlot *bobJoe = _vm->graphics()->bob(0); if (x == bobJoe->x && y == bobJoe->y) { _vm->logic()->joeFacing(facing); _vm->logic()->joeFace(); } else { p = _vm->walk()->moveJoe(facing, x, y, false); if (p != 0) { _vm->logic()->newRoom(0); // cancel makeJoeWalkTo, that should be equivalent to cr10 fix // XXX if(P != 0) P = FIND_VERB warning("Command::makeJoeWalkTo() - p is %d but findVerb() is not called", p); } } } return p; } void Command::grabCurrentSelection() { _selPosX = _vm->input()->mousePosX(); _selPosY = _vm->input()->mousePosY(); uint16 zone = _vm->logic()->findObjectUnderCursor(_selPosX, _selPosY); _state.noun = _vm->logic()->findObjectNumber(zone); _state.verb = _vm->logic()->findVerbUnderCursor(_selPosX, _selPosY); _selPosX += _vm->display()->horizontalScroll(); if (_state.verb == VERB_SCROLL_UP || _state.verb == VERB_SCROLL_DOWN) { // move through inventory (by four if right mouse button) uint16 scroll = (_mouseKey == Input::MOUSE_RBUTTON) ? 4 : 1; _vm->logic()->inventoryScroll(scroll, _state.verb == VERB_SCROLL_UP); } else if (isVerbAction(_state.verb)) { grabSelectedVerb(); } else if (isVerbInv(_state.verb)) { grabSelectedItem(); } else if (_state.noun != 0) { // 0 && _state.noun <= _vm->logic()->currentRoomObjMax()) { grabSelectedNoun(); } else if (_selPosY < ROOM_ZONE_HEIGHT && _state.verb == VERB_NONE) { // select without a command, do a WALK clear(true); _vm->logic()->joeWalk(JWM_EXECUTE); } } void Command::grabSelectedObject(int16 objNum, uint16 objState, uint16 objName) { if (_state.action != VERB_NONE) { _cmdText.addObject(_vm->logic()->objectName(objName)); } _state.subject[_state.commandLevel - 1] = objNum; // if first noun and it's a 2 level command then set up action word if (_state.action == VERB_USE && _state.commandLevel == 1) { if (State::findUse(objState) == STATE_USE_ON) { // object supports 2 levels, command not fully constructed _state.commandLevel = 2; _cmdText.addLinkWord(VERB_PREP_WITH); _cmdText.display(INK_CMD_NORMAL); _parse = false; } else { // _cmdText.display(INK_CMD_SELECT); _parse = true; } } else if (_state.action == VERB_GIVE && _state.commandLevel == 1) { // command not fully constructed _state.commandLevel = 2; _cmdText.addLinkWord(VERB_PREP_TO); _cmdText.display(INK_CMD_NORMAL); _parse = false; } else { // _cmdText.display(INK_CMD_SELECT); _parse = true; } if (_parse) { _state.verb = VERB_NONE; // _vm->logic()->newRoom(0); _vm->logic()->joeWalk(JWM_EXECUTE); _state.selAction = _state.action; _state.action = VERB_NONE; } } void Command::grabSelectedItem() { // _parse = true; ItemData *id = findItemData(_state.verb); if (id == NULL || id->name <= 0) { return; } int16 item = _vm->logic()->findInventoryItem(_state.verb - VERB_INV_FIRST); // If we've selected via keyboard, and there is no VERB then do // the ITEMs default, otherwise keep constructing! if (_mouseKey == Input::MOUSE_LBUTTON || (_vm->input()->keyVerb() != VERB_NONE && _state.verb != VERB_NONE)) { if (_state.action == VERB_NONE) { if (_vm->input()->keyVerb() != VERB_NONE) { // We've selected via the keyboard, no command is being // constructed, so we shall find the item's default _state.verb = State::findDefaultVerb(id->state); if (_state.verb == VERB_NONE) { // set to Look At _state.verb = VERB_LOOK_AT; _cmdText.setVerb(VERB_LOOK_AT); } _state.action = _state.verb; } else { // Action>0 ONLY if command has been constructed // Left Mouse Button pressed just do Look At _state.action = VERB_LOOK_AT; _cmdText.setVerb(VERB_LOOK_AT); } } _state.verb = VERB_NONE; } else { // if (_vm->logic()->joeWalk() == JWM_MOVE) { // _cmdText.clear(); // _state.commandLevel = 1; // _vm->logic()->joeWalk(JWM_NORMAL); // _state.action = VERB_NONE; // lookForCurrentIcon(); // } if (_state.defaultVerb != VERB_NONE) { State::alterDefaultVerb(&id->state, _state.defaultVerb); _state.defaultVerb = VERB_NONE; clear(true); return; } if (_cmdText.isEmpty()) { _state.verb = VERB_LOOK_AT; _state.action = VERB_LOOK_AT; _cmdText.setVerb(VERB_LOOK_AT); } else { if (_state.commandLevel == 2 && _parse) _state.verb = _state.action; else _state.verb = State::findDefaultVerb(id->state); if (_state.verb == VERB_NONE) { // No match made, so command not yet completed. Redefine as LOOK AT _state.action = VERB_LOOK_AT; _cmdText.setVerb(VERB_LOOK_AT); } else { _state.action = _state.verb; } _state.verb = VERB_NONE; } } grabSelectedObject(-item, id->state, id->name); } void Command::grabSelectedNoun() { // if the NOUN has been selected from screen then it is positive // otherwise it has been selected from inventory and is negative // set PARSE to TRUE, default FALSE if command half complete // click object without a command, if DEFAULT then // do that, otherwise do a WALK! ObjectData *od = findObjectData(_state.noun); if (od == NULL || od->name <= 0) { // selected a turned off object, so just walk clear(true); _state.noun = 0; // _vm->logic()->newRoom(0); _vm->logic()->joeWalk(JWM_EXECUTE); return; } if (_state.verb == VERB_NONE) { if (_mouseKey == Input::MOUSE_LBUTTON) { if ((_state.commandLevel != 2 && _state.action == VERB_NONE) || (_state.commandLevel == 2 && _parse)) { // action2 > 0 only if command has been constructed // lmb pressed, just walk _state.verb = VERB_WALK_TO; _state.action = VERB_WALK_TO; _cmdText.setVerb(VERB_WALK_TO); } } else if (_mouseKey == Input::MOUSE_RBUTTON) { // rmb pressed, do default if one exists if (_state.defaultVerb != VERB_NONE) { // change default of command State::alterDefaultVerb(&od->state, _state.defaultVerb); _state.defaultVerb = VERB_NONE; clear(true); return; } if (_cmdText.isEmpty()) { // Ensures that Right Mkey will select correct default _state.verb = State::findDefaultVerb(od->state); _state.selAction = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb; _cmdText.setVerb(_state.selAction); _cmdText.addObject(_vm->logic()->objectName(od->name)); } else { _state.verb = VERB_NONE; if ((_state.commandLevel == 2 && !_parse) || _state.action != VERB_NONE) { _state.verb = _state.action; } else { _state.verb = State::findDefaultVerb(od->state); } _state.action = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb; _state.verb = VERB_NONE; } } } _state.selNoun = 0; int16 objNum = _vm->logic()->currentRoomData() + _state.noun; grabSelectedObject(objNum, od->state, od->name); } void Command::grabSelectedVerb() { _state.action = _state.verb; _state.subject[0] = 0; _state.subject[1] = 0; // if right mouse key selected, then store command VERB if (_mouseKey == Input::MOUSE_RBUTTON) { _state.defaultVerb = _state.verb; _cmdText.displayTemp(11, true, _state.verb); } else { _state.defaultVerb = VERB_NONE; if (_vm->logic()->joeWalk() == JWM_MOVE && _state.verb != VERB_NONE) { _vm->logic()->joeWalk(JWM_NORMAL); } _state.commandLevel = 1; _state.oldVerb = VERB_NONE; _state.oldNoun = 0; _cmdText.setVerb(_state.verb); _cmdText.display(INK_CMD_NORMAL); } } bool Command::executeIfCutaway(const char *description) { if (strlen(description) > 4 && scumm_stricmp(description + strlen(description) - 4, ".cut") == 0) { _vm->graphics()->textClear(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS); char nextCutaway[20]; memset(nextCutaway, 0, sizeof(nextCutaway)); _vm->logic()->playCutaway(description, nextCutaway); while (nextCutaway[0] != '\0') { _vm->logic()->playCutaway(nextCutaway, nextCutaway); } return true; } return false; } bool Command::executeIfDialog(const char *description) { if (strlen(description) > 4 && scumm_stricmp(description + strlen(description) - 4, ".dog") == 0) { _vm->graphics()->textClear(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS); char cutaway[20]; memset(cutaway, 0, sizeof(cutaway)); _vm->logic()->dialogue(description, _state.selNoun, cutaway); while (cutaway[0] != '\0') { char currentCutaway[20]; strcpy(currentCutaway, cutaway); _vm->logic()->playCutaway(currentCutaway, cutaway); } return true; } return false; } bool Command::handleWrongAction() { // l.96-141 execute.c uint16 objMax = _vm->logic()->currentRoomObjMax(); uint16 roomData = _vm->logic()->currentRoomData(); // select without a command or WALK TO ; do a WALK if ((_state.selAction == VERB_WALK_TO || _state.selAction == VERB_NONE) && (_state.selNoun > objMax || _state.selNoun == 0)) { if (_state.selAction == VERB_NONE) { _vm->graphics()->textClear(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS); } _vm->walk()->moveJoe(0, _selPosX, _selPosY, false); return true; } // check to see if one of the objects is hidden int i; for (i = 0; i < 2; ++i) { int16 obj = _state.subject[i]; if (obj > 0 && _vm->logic()->objectData(obj)->name <= 0) { return true; } } // check for USE command on exists if (_state.selAction == VERB_USE && _state.subject[0] > 0 && _vm->logic()->objectData(_state.subject[0])->entryObj > 0) { _state.selAction = VERB_WALK_TO; } if (_state.selNoun > 0 && _state.selNoun <= objMax) { uint16 objNum = roomData + _state.selNoun; if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _state.selAction, true) != 0) { return true; } if (_state.selAction == VERB_WALK_TO && _vm->logic()->objectData(objNum)->entryObj < 0) { return true; } } return false; } void Command::sayInvalidAction(Verb action, int16 subj1, int16 subj2) { // l.158-272 execute.c switch (action) { case VERB_LOOK_AT: lookAtSelectedObject(); break; case VERB_OPEN: // 'it doesn't seem to open' _vm->logic()->joeSpeak(1); break; case VERB_USE: if (subj1 < 0) { uint16 k = _vm->logic()->itemData(-subj1)->sfxDescription; if (k > 0) { _vm->logic()->joeSpeak(k, true); } else { _vm->logic()->joeSpeak(2); } } else { _vm->logic()->joeSpeak(2); } break; case VERB_TALK_TO: _vm->logic()->joeSpeak(24 + _vm->randomizer.getRandomNumber(2)); break; case VERB_CLOSE: _vm->logic()->joeSpeak(2); break; case VERB_MOVE: // 'I can't move it' if (subj1 > 0) { int16 img = _vm->logic()->objectData(subj1)->image; if (img == -4 || img == -3) { _vm->logic()->joeSpeak(18); } else { _vm->logic()->joeSpeak(3); } } else { _vm->logic()->joeSpeak(3); } break; case VERB_GIVE: // 'I can't give the subj1 to subj2' if (subj1 < 0) { if (subj2 > 0) { int16 img = _vm->logic()->objectData(subj2)->image; if (img == -4 || img == -3) { _vm->logic()->joeSpeak(27 + _vm->randomizer.getRandomNumber(2)); } } else { _vm->logic()->joeSpeak(11); } } else { _vm->logic()->joeSpeak(12); } break; case VERB_PICK_UP: if (subj1 < 0) { _vm->logic()->joeSpeak(14); } else { int16 img = _vm->logic()->objectData(subj2)->image; if (img == -4 || img == -3) { // Trying to get a person _vm->logic()->joeSpeak(20); } else { // 5 : 'I can't pick that up' // 6 : 'I don't think I need that' // 7 : 'I'd rather leave it here' // 8 : 'I don't think I'd have any use for that' _vm->logic()->joeSpeak(5 + _vm->randomizer.getRandomNumber(3)); } } break; default: break; } } void Command::changeObjectState(Verb action, int16 obj, int16 song, bool cutDone) { // l.456-533 execute.c ObjectData *objData = _vm->logic()->objectData(obj); if (action == VERB_OPEN && !cutDone) { if (State::findOn(objData->state) == STATE_ON_ON) { State::alterOn(&objData->state, STATE_ON_OFF); State::alterDefaultVerb(&objData->state, VERB_NONE); // play music if it exists... (or SFX for open/close door) if (song != 0) { _vm->sound()->playSong(ABS(song)); } if (objData->entryObj != 0) { // if it's a door, then update door that it links to openOrCloseAssociatedObject(action, ABS(objData->entryObj)); objData->entryObj = ABS(objData->entryObj); } } else { // 'it's already open !' _vm->logic()->joeSpeak(9); } } else if (action == VERB_CLOSE && !cutDone) { if (State::findOn(objData->state) == STATE_ON_OFF) { State::alterOn(&objData->state, STATE_ON_ON); State::alterDefaultVerb(&objData->state, VERB_OPEN); // play music if it exists... (or SFX for open/close door) if (song != 0) { _vm->sound()->playSong(ABS(song)); } if (objData->entryObj != 0) { // if it's a door, then update door that it links to openOrCloseAssociatedObject(action, ABS(objData->entryObj)); objData->entryObj = -ABS(objData->entryObj); } } else { // 'it's already closed !' _vm->logic()->joeSpeak(10); } } else if (action == VERB_MOVE) { State::alterOn(&objData->state, STATE_ON_OFF); } } void Command::cleanupCurrentAction() { // l.595-597 execute.c _vm->logic()->joeFace(); _state.oldNoun = 0; _state.oldVerb = VERB_NONE; } void Command::openOrCloseAssociatedObject(Verb action, int16 otherObj) { CmdListData *cmdList = &_cmdList[1]; uint16 com = 0; uint16 i; for (i = 1; i <= _numCmdList; ++i, ++cmdList) { if (cmdList->match(action, otherObj, 0)) { if (cmdList->setConditions) { warning("using Command::openOrCloseAssociatedObject() with setConditions"); CmdGameState *cmdGs = _cmdGameState; uint16 j; for (j = 1; j <= _numCmdGameState; ++j) { // FIXME: weird, why using cmdGs[i] instead of cmdGs[j] ? if (cmdGs[j].id == i && cmdGs[i].gameStateSlot > 0) { if (_vm->logic()->gameState(cmdGs[i].gameStateSlot) == cmdGs[i].gameStateValue) { com = i; break; } } } } else { com = i; break; } } } debug(0, "Command::openOrCloseAssociatedObject() - com=%X", com); if (com != 0) { cmdList = &_cmdList[com]; ObjectData *objData = _vm->logic()->objectData(otherObj); if (cmdList->imageOrder != 0) { objData->image = cmdList->imageOrder; } if (action == VERB_OPEN) { if (State::findOn(objData->state) == STATE_ON_ON) { State::alterOn(&objData->state, STATE_ON_OFF); State::alterDefaultVerb(&objData->state, VERB_NONE); objData->entryObj = ABS(objData->entryObj); } } else if (action == VERB_CLOSE) { if (State::findOn(objData->state) == STATE_ON_OFF) { State::alterOn(&objData->state, STATE_ON_ON); State::alterDefaultVerb(&objData->state, VERB_OPEN); objData->entryObj = -ABS(objData->entryObj); } } } } int16 Command::setConditions(uint16 command, bool lastCmd) { debug(9, "Command::setConditions(%d, %d)", command, lastCmd); // Test conditions, if FAIL write && exit, Return -1 // if(Joe speaks before he returns, -2 is returned // This way a -1 return will allow Joe to speak normal description uint16 temp[21]; memset(temp, 0, sizeof(temp)); uint16 tempInd = 0; int16 ret = 0; uint16 i; CmdGameState *cmdGs = &_cmdGameState[1]; for (i = 1; i <= _numCmdGameState; ++i, ++cmdGs) { if (cmdGs->id == command) { if (cmdGs->gameStateSlot > 0) { if (_vm->logic()->gameState(cmdGs->gameStateSlot) != cmdGs->gameStateValue) { debug(0, "Command::setConditions() - GS[%d] == %d (should be %d)", cmdGs->gameStateSlot, _vm->logic()->gameState(cmdGs->gameStateSlot), cmdGs->gameStateValue); // failed test ret = i; break; } } else { temp[tempInd] = i; ++tempInd; } } } if (ret > 0) { // we've failed, so see if we need to make Joe speak cmdGs = &_cmdGameState[ret]; if (cmdGs->speakValue > 0 && lastCmd) { // check to see if fail state is in fact a cutaway const char *objDesc = _vm->logic()->objectTextualDescription(cmdGs->speakValue); if (!executeIfCutaway(objDesc) && !executeIfDialog(objDesc)) { _vm->logic()->joeSpeak(cmdGs->speakValue, true); } ret = -2; } else { ret = -1; } } else { ret = 0; // all tests were okay, now set gamestates for (i = 0; i < tempInd; ++i) { cmdGs = &_cmdGameState[temp[i]]; _vm->logic()->gameState(ABS(cmdGs->gameStateSlot), cmdGs->gameStateValue); // set return value for Joe to say something ret = cmdGs->speakValue; } } return ret; } void Command::setAreas(uint16 command) { debug(9, "Command::setAreas(%d)", command); CmdArea *cmdArea = &_cmdArea[1]; uint16 i; for (i = 1; i <= _numCmdArea; ++i, ++cmdArea) { if (cmdArea->id == command) { uint16 areaNum = ABS(cmdArea->area); Area *area = _vm->logic()->area(cmdArea->room, areaNum); if (cmdArea->area > 0) { // turn on area area->mapNeighbours = ABS(area->mapNeighbours); } else { // turn off area area->mapNeighbours = -ABS(area->mapNeighbours); } } } } void Command::setObjects(uint16 command) { debug(9, "Command::setObjects(%d)", command); CmdObject *cmdObj = &_cmdObject[1]; uint16 i; for (i = 1; i <= _numCmdObject; ++i, ++cmdObj) { if (cmdObj->id == command) { // found an object uint16 dstObj = ABS(cmdObj->dstObj); ObjectData *objData = _vm->logic()->objectData(dstObj); debug(0, "Command::setObjects() - dstObj=%X srcObj=%X _state.subject[0]=%X", cmdObj->dstObj, cmdObj->srcObj, _state.subject[0]); if (cmdObj->dstObj > 0) { // show the object objData->name = ABS(objData->name); // test that the object has not already been deleted // by checking if it is not equal to zero if (cmdObj->srcObj == -1 && objData->name != 0) { // delete object by setting its name to 0 and // turning off graphic image objData->name = 0; if (objData->room == _vm->logic()->currentRoom()) { if (dstObj != _state.subject[0]) { // if the new object we have updated is on screen and is not the // current object, then we can update. This is because we turn // current object off ourselves by COM_LIST(com, 8) if (objData->image != -3 && objData->image != -4) { // it is a normal object (not a person) // turn the graphic image off for the object objData->image = -(objData->image + 10); } } // invalidate object area uint16 objZone = dstObj - _vm->logic()->currentRoomData(); _vm->logic()->zoneSet(ZONE_ROOM, objZone, 0, 0, 1, 1); } } if (cmdObj->srcObj > 0) { // copy data from dummy object to object int16 image1 = objData->image; int16 image2 = _vm->logic()->objectData(cmdObj->srcObj)->image; _vm->logic()->objectCopy(cmdObj->srcObj, dstObj); if (image1 != 0 && image2 == 0 && objData->room == _vm->logic()->currentRoom()) { uint16 bobNum = _vm->logic()->findBob(dstObj); if (bobNum != 0) { _vm->graphics()->bobClear(bobNum); } } } if (dstObj != _state.subject[0]) { // if the new object we have updated is on screen and // is not current object then update it _vm->logic()->roomRefreshObject(dstObj); } } else { // hide the object if (objData->name > 0) { objData->name = -objData->name; // may need to turn BOBs off for objects to be hidden on current // screen ! if the new object we have updated is on screen and // is not current object then update it _vm->logic()->roomRefreshObject(dstObj); } } } } } void Command::setItems(uint16 command) { debug(9, "Command::setItems(%d)", command); CmdInventory *cmdInv = &_cmdInventory[1]; ItemData *items = _vm->logic()->itemData(0); uint16 i; for (i = 1; i <= _numCmdInventory; ++i, ++cmdInv) { if (cmdInv->id == command) { uint16 dstItem = ABS(cmdInv->dstItem); // found an item if (cmdInv->dstItem > 0) { // add item to inventory if (cmdInv->srcItem > 0) { // copy data from source item to item, then enable it items[dstItem] = items[cmdInv->srcItem]; items[dstItem].name = ABS(items[dstItem].name); } _vm->logic()->inventoryInsertItem(cmdInv->dstItem); } else { // delete item if (items[dstItem].name > 0) { _vm->logic()->inventoryDeleteItem(dstItem); } if (cmdInv->srcItem > 0) { // copy data from source item to item, then disable it items[dstItem] = items[cmdInv->srcItem]; items[dstItem].name = -ABS(items[dstItem].name); } } } } } uint16 Command::nextObjectDescription(ObjectDescription* objDesc, uint16 firstDesc) { // l.69-103 select.c uint16 i; uint16 diff = objDesc->lastDescription - firstDesc; debug(0, "Command::nextObjectDescription() - diff = %d, type = %d", diff, objDesc->type); switch (objDesc->type) { case 0: // random type, start with first description if (objDesc->lastSeenNumber == 0) { // first time look at called objDesc->lastSeenNumber = firstDesc; break; } // already displayed first, do a random case 1: i = objDesc->lastSeenNumber; while (i == objDesc->lastSeenNumber) { i = firstDesc + _vm->randomizer.getRandomNumber(diff); } objDesc->lastSeenNumber = i; break; case 2: // sequential, but loop ++objDesc->lastSeenNumber; if (objDesc->lastSeenNumber > objDesc->lastDescription) { objDesc->lastSeenNumber = firstDesc; } break; case 3: // sequential without looping if (objDesc->lastSeenNumber != objDesc->lastDescription) { ++objDesc->lastSeenNumber; } break; } return objDesc->lastSeenNumber; } void Command::lookAtSelectedObject() { // if (_state.selNoun > 0 && _state.selNoun <= _vm->logic()->currentRoomObjMax()) { // uint16 objNum = _vm->logic()->currentRoomData() + _state.selNoun; // if (_vm->logic()->objectData(objNum)->entryObj == 0) { // if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _state.selAction, false) == -2) { // // 'I can't get close enough to have a look.' // _vm->logic()->joeSpeak(13); // } // } // } uint16 desc; if (_state.subject[0] < 0) { desc = _vm->logic()->itemData(-_state.subject[0])->description; } else { ObjectData *objData = _vm->logic()->objectData(_state.subject[0]); if (objData->name <= 0) { return; } desc = objData->description; } debug(0, "Command::lookAtSelectedObject() - desc = %X, _state.subject[0] = %X", desc, _state.subject[0]); // check to see if the object/item has a series of description ObjectDescription *objDesc = _vm->logic()->objectDescription(1); uint16 i; for (i = 1; i <= _vm->logic()->objectDescriptionCount(); ++i, ++objDesc) { if (objDesc->object == _state.subject[0]) { desc = nextObjectDescription(objDesc, desc); break; } } _vm->logic()->joeSpeak(desc, true); _vm->logic()->joeFace(); } //void Command::lookForCurrentItem() { // // if (isVerbInv(_state.verb)) { // ItemData *id = findItemData(_state.verb); // if (id != NULL && id->name > 0) { // if (_state.action == VERB_NONE) { // Verb v = State::findDefaultVerb(id->state); // _cmdText.setVerb((v == VERB_NONE) ? VERB_LOOK_AT : v); // } // // const char *name = _vm->logic()->objectName(id->name); // if (_state.defaultVerb != VERB_NONE) { // _cmdText.displayTemp(INK_CMD_LOCK, true, _state.defaultVerb, name); // } // else { // _cmdText.displayTemp(INK_CMD_NORMAL, name); // } // _state.oldVerb = _state.verb; // } // } //} void Command::lookForCurrentObject(int16 cx, int16 cy) { uint16 obj = _vm->logic()->findObjectUnderCursor(cx, cy); _state.noun = _vm->logic()->findObjectNumber(obj); if (_state.oldNoun == _state.noun) { return; } // if pointing at an Area then exit // if the AREA is linked to an object, then dont exit. Find // the object its linked to && store in AOBJ // if (_state.noun > _vm->logic()->currentRoomObjMax()) { // if (_state.oldNoun != 0) { // if (_state.defaultVerb != VERB_NONE) { // _cmdText.displayTemp(INK_CMD_LOCK, true, _state.defaultVerb); // } // else if (_state.action != VERB_NONE) { // _cmdText.display(INK_CMD_NORMAL); // } // _state.oldNoun = 0; // return; // } // } ObjectData *od = findObjectData(_state.noun); if (od == NULL || od->name <= 0) { _state.oldNoun = _state.noun; _vm->graphics()->textClear(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS); if (_state.defaultVerb != VERB_NONE) { _cmdText.displayTemp(INK_CMD_LOCK, true, _state.defaultVerb); } else if (_state.action != VERB_NONE) { _cmdText.display(INK_CMD_NORMAL); } return; } // if no command yet selected, then use DEFAULT command, if any if (_state.action == VERB_NONE) { Verb v = State::findDefaultVerb(od->state); _cmdText.setVerb((v == VERB_NONE) ? VERB_WALK_TO : v); if (_state.noun == 0) { _cmdText.clear(); } } const char *name = _vm->logic()->objectName(od->name); if (_state.defaultVerb != VERB_NONE) { _cmdText.displayTemp(INK_CMD_LOCK, true, _state.defaultVerb, name); } else { _cmdText.displayTemp(INK_CMD_NORMAL, name); } _state.oldNoun = _state.noun; } void Command::lookForCurrentIcon(int16 cx, int16 cy) { _state.verb = _vm->logic()->findVerbUnderCursor(cx, cy); if (_state.oldVerb != _state.verb) { if (_state.action == VERB_NONE) { _cmdText.clear(); } _vm->graphics()->textClear(CmdText::COMMAND_Y_POS, CmdText::COMMAND_Y_POS); if (isVerbInv(_state.verb)) { ItemData *id = findItemData(_state.verb); if (id != NULL && id->name > 0) { if (_state.action == VERB_NONE) { Verb v = State::findDefaultVerb(id->state); _cmdText.setVerb((v == VERB_NONE) ? VERB_LOOK_AT : v); } const char *name = _vm->logic()->objectName(id->name); if (_state.defaultVerb != VERB_NONE) { _cmdText.displayTemp(INK_CMD_LOCK, true, _state.defaultVerb, name); } else { _cmdText.displayTemp(INK_CMD_NORMAL, name); } } } else if (isVerbAction(_state.verb)) { _cmdText.displayTemp(INK_CMD_NORMAL, false, _state.verb); } else if (_state.verb == VERB_NONE) { _cmdText.display(INK_CMD_NORMAL); } _state.oldVerb = _state.verb; } } } // End of namespace Queen